Seeking one-shot plot ideas

And if you're interested here are the PC stats (probably will still tweak right up to the last minute).

Grimslade the Runt, Male Orc Bbn2/Ftr3: CR 5; AL CE; Medium Humanoid ; HD 2d12+3d10+20; hp 45; Init +1; Spd 40; AC 15; BAB: +5; Melee BAB: +8; Ranged BAB: +6; Melee: +1 Battleaxe +10 (+1 Battleaxe, 1d8+5+1d6/crit 20/x3);
SQ: Light sensitivity (Ex), Darkvision (Ex)
Class Features: Barbarian: Shield proficiency, Medium armor proficiency, Light armor proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Barbarian Fast Movement, Rage (1x/day), Uncanny Dodge (Dex bonus to AC) Fighter: Shield proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Heavy armor proficiency, Medium armor proficiency, Light armor proficiency, Bonus Feats (2)
SV Fort +10, Ref +2, Will +1; STR 17, DEX 12, CON 18, INT 10, WIS 11, CHA 14.
Skills: Appraise +0, Balance +0, Bluff +4, Climb +6, Concentration +4, Craft -2, Craft Armorsmithing +0, Craft Weaponsmithing +0, Diplomacy +3, Disguise +2, Escape Artist +0, Forgery +0, Gather Information +2, Heal +0, Hide +0, Intimidate +6, Intuit Direction +1, Jump +4, Listen +7, Move Silently +0, Perform +2, Remote View +0, Ride +1, Scry +0, Search +0, Sense Motive +0, Spot +3, Swim -3, Use Rope +1, Wilderness Lore +4.
Feats: Weapon Focus: Battleaxe, Alertness, Extra Rage, Persuasive.
Equipment: +1 Battleaxe: Flaming, Chain shirt Masterwork, Wondrous: Cloak of resistance (+1), Potion: Cure Light Wounds (1), Potion: Cure Light Wounds (1), Potion: Insect Bane Major (Herbal).

Gank the Scout, Male Orc Rog4/Rgr1: CR 5; AL CN; Medium Humanoid ; HD 4d6+1d10+10; hp 27; Init +3; Spd 30; AC 13; BAB: +4; Melee BAB: +7; Ranged BAB: +7; Melee: +1 Longsword +6, Melee: Handaxe Masterwork +6 (+1 Longsword, 1d8+4/crit 19-20/x2; Handaxe, Masterwork, 1d6+1/crit 20/x3); Ranged: Longbow Masterwork +8 (Longbow, Masterwork, 1d8/crit 20/x3); Melee: +1 Longsword +8 (+1 Longsword, 1d8+4/crit 19-20/x2);
SQ: Light sensitivity (Ex), Darkvision (Ex)
Class Features: Rogue: Traps, Medium Rogue weapon proficiencies, Rogue weapon proficiencies, Light armor proficiency, Sneak Attack +2d6, Evasion, Uncanny Dodge (Dex bonus to AC) Ranger: Shield proficiency, Medium armor proficiency, Light armor proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Improved Two-Weapon Fighting, Favored Enemies (1), Track, Favored Enemy: Humanoid (Goblinoid)
SV Fort +6, Ref +7, Will +2; STR 17, DEX 17, CON 15, INT 8, WIS 13, CHA 10.
Skills: Appraise -1, Balance +3, Bluff +0, Climb +5, Concentration +2, Craft -3, Diplomacy +0, Disable Device +2, Disguise +0, Escape Artist +3, Forgery -1, Gather Information +0, Heal +1, Hide +13, Intimidate +0, Jump +3, Listen +9, Move Silently +13, Open Lock +5, Perform +0, Remote View -1, Ride +3, Scry -1, Search +7, Sense Motive +1, Spot +1, Swim -6, Tumble +8, Use Magic Device +5, Use Rope +3, Wilderness Lore +3.
Feats: Stealthy, Survivor, Track.
Equipment: 10 SP, Handaxe Masterwork, +1 Longsword, Longbow Masterwork, Arrows (20), +1 Studded leather: Shadow, Thieves' tools, Backpack, Rope hemp (50 ft.), Sack, Potion: Endurance (4), Potion: Cure Light Wounds (1), Potion: Cure Light Wounds (1).

Vrigar the Apprentice, Male Orc Adp2/Clr4: CR 6; AL CE; Medium Humanoid ; HD 2d6+4d8+12; hp 31; Init +1; Spd 20; AC 17; BAB: +4; Melee BAB: +5; Ranged BAB: +5; Melee: +1 Shortspear +7 (+1 Shortspear, 1d8+2/crit 20/x3);
SA: Domain power (War) - Free Martial proficiency and focus, Domain power (Chaos) - Cast chaos spells at +1 caster level
SQ: Light sensitivity (Ex), Darkvision (Ex)
Class Features: Adept: Summon Familiar Cleric: Turn or rebuke undead, Spontaneous casting, Spells, Simple weapon proficiency, Shield proficiency, Medium armor proficiency, Light armor proficiency, Heavy armor proficiency, Extra turning
SV Fort +6, Ref +2, Will +9; STR 13, DEX 13, CON 14, INT 13, WIS 15, CHA 14.
Skills: Appraise +1, Balance -3, Bluff +2, Climb -3, Concentration +6, Craft -1, Diplomacy +8, Disguise +2, Escape Artist -3, Forgery +1, Gather Information +2, Heal +10, Hide -3, Intimidate +2, Jump -3, Knowledge religion +5, Listen +4, Move Silently +7, Perform +2, Remote View +1, Ride +1, Scry +1, Search +1, Sense Motive +4, Spellcraft +10, Spot +4, Swim -8, Use Rope +1, Wilderness Lore +2.
Feats: Weapon Focus: Shortspear, Weapon Focus: Longspear, Weapon Focus: Halfspear, Alertness, Smooth Talk, Martial Weapon Proficiency: Longspear, Divine Vigor.
Adept Spells (3/2+1): 0-Cure Minor Wounds (1), Ghost Sound (1), Guidance (1); 1-Burning Hands (1), Cause Fear (1), Cure Light Wounds (1).
Cleric Spells (5/4+1/3+1): 0-Cure Minor Wounds (2), Detect Magic (1), Quick Boost (1), Virtue (1); 1-Cause Fear (1), Faith Healing (2), Magic Weapon* (1), Shield of Faith (1); 2-Bull's Strength (1), Cure Moderate Wounds (1), Curse of Ill Fortune (1), Spiritual Weapon* (1).
Equipment: +1 Shortspear, +1 Chainmail: Silent Moves, Healer's kit, Wand: Bull's Strength (4) (Charges: 4), Wand: Lesser Restoration (3) (Charges: 4), Potion: Cure Light Wounds (1), Potion: Cure Light Wounds (1).

Chimp, Male Half-ogre Bbn4 (NPC): CR 4; AL CN; Large Humanoid ; HD 4d12+16; hp 44; Init +1; Spd 30; AC 17; BAB: +4; Melee BAB: +9; Ranged BAB: +4; Slam +9 Melee (Slam, 1d3+9/crit 20/x2); Melee: Greataxe +9 (Greataxe, 2d8+9/crit 20/x3);
Class Features: Barbarian: Shield proficiency, Medium armor proficiency, Light armor proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Barbarian Fast Movement, Rage (2x/day), Uncanny Dodge (Dex bonus to AC)
SV Fort +8, Ref +2, Will +1; STR 22, DEX 12, CON 18, INT 10, WIS 11, CHA 10.
Skills: Appraise +0, Balance -1, Bluff +0, Climb +11, Concentration +4, Craft -2, Diplomacy +0, Disguise +0, Escape Artist -1, Forgery +0, Gather Information +0, Heal +0, Hide -5, Intimidate +7, Intuit Direction +1, Jump +6, Listen +9, Move Silently -1, Perform +0, Remote View +0, Ride +1, Scry +0, Search +0, Sense Motive +0, Spot +0, Swim -14, Use Rope +1, Wilderness Lore +2.
Feats: Large and in Charge, Power Attack.
Equipment: Greataxe, Hide Masterwork.
 

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Looks like a fun one-shot Eric. I just had one question: are the zombies that are made by the potion under the control of the goblin shaman? I would guess from his stats that they are not since he isn't a cleric and doesn't have the ability to control them. So are the zombies just roaming the area, or do the goblins have to contend with them too? Also, if the Vrigar is evil and is a cleric, is there a chance he could control the zombies to help clean out the goblins? That would be an interesting twist if the players thought of it.
 

Gothmog said:
Looks like a fun one-shot Eric. I just had one question: are the zombies that are made by the potion under the control of the goblin shaman? I would guess from his stats that they are not since he isn't a cleric and doesn't have the ability to control them. So are the zombies just roaming the area, or do the goblins have to contend with them too? Also, if the Vrigar is evil and is a cleric, is there a chance he could control the zombies to help clean out the goblins? That would be an interesting twist if the players thought of it.

I'm imagining that the zombies have probably been chased off into a more remote section of the lair. Storywise they should be encountered sometime before the shaman is so the heroes can see that the formula apparently has its drawbacks.

I think I accidentally forgot to change the cleric's alignment, should be CN like the others, but then I'd let the player decide whether he can turn or rebuke undead at the start of the game. So yeah, they could be turned into a resource for the party.
 


Follow-up: The game went really well. I think I did the PC spellcaster a bit of a disservice by making him multi-classed -- he was often short of useful spells. I could have picked more "active" feats for all characters (Cleave would have been a good one vs. so many low-level foes). Otherwise, though, it was a blast!
 

Thanks for the feedback. I dislike when people ask for advice, ideas, help... and then never respond that they did anything with it. After all, I spent 5-10 seconds thinking about something and like to hear the outcome.
 

An evil cleric is going around stealing souls. Those souls are being stored in a specially crafted gem and used to make him more powerful. The gem's effects on casting are akin to metamagic feats without the increased spell slots.
 

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